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(+1)

There's a lot of juice in this one, the firefights are cool, the ammo UI is peak (even if for the shotguns it isn't technically accurate, but that's a minor nitpick), and I love the way the guns are their own separate entities instead of them being just a HUD element and how you can still somewhat manage the recoil with the mouse. The difficulty in general felt right for the most part with enemies having trouble locking you in as long as you keep moving, except for the shotgunners that pellet you instantly with pinpoint accuracy from moment one. I also wish the shotguns had less spread, as they are not really useful at the moment, especailly compared to all the other options.

The way you charge up your slow-mo meter is neat as it encourages you to stay in the fight instead of staying away, the only issue is that the moment I haven't found any way to get more health/armor so ended up having to play more tactically instead engaging with the action. I'm also not in favor of sprinting using the same bar as slowmo, and the fact that sprinting runs forward by default instead of going to the direction pressed threw me off a good amount of time.